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The Ballad of Bass Rock Start at the mark saying “Start HERE” on page 5. Say “ALRIGHT WHAT DO YOU DO NOW?” Let them talk to the guests and find out info about them. Start the events of the CRASH after the players have spoken to all of the NPC’s. Characters - Mr John Cooper, Captain of the Westray IV – PAGE 4 - Aidan Cooper, son of John and First Mate on the Westray IV – PAGE 5 - Mr Michael O’Keefe, Newlywed – PAGE 5 - Mrs Emily O’Keefe, Tourist and Newlywed – PAGE 6 Missing Lighthouse Commissioners – NAZI’S - Ted Hornby (Shoe found in the sea) - Walter Cummings (Watch found in a track of Shoggoth secretions) - Archibald Royce (Still alive, but hurt. Hiding in St Baldred’s Chapel)  During the CRASH, pause and let the players offer solutions. Then make sure these solutions fail. The payers must decide where to go. Lighthouse A 20 metre high cylindrical structure. There is the main door on one side and the basement doors on the south side Basement The basement can also be accessed from the stairs in the entrance hall. Around the rear of the lighthouse there is a set of broken doors leading into a stone annex. A successful Spot Hidden here or in the basement shows that the door was broken from the inside. A Track roll (or perhaps just the same Spot Hidden) reveals a trail of something heading to the sea. More than one successful Spot Hidden roll reveals a glinting object near the water’ s edge. It is an inscribed pocket watch. Lying next to it is a pair of brass knuckles; Brass Knuckles: +2 DMG to Brawl Once the players have got through the broken wooden doors they see a set of stairs. At the bottom it is completely pitch black. The players can’t see a thing. An overpowering stench emanates from the basement. If the players have a torch or light source they see that the bulbs have been blown in the basement. A large diesel generator rests in one corner. A successful Mechanical Repair or Electric Repair shows that it has been damaged beyond repair. A roll would also show that it must have been crushed by an excessive force. In the centre of the room the players find a 12 foot pile of gelatinous ooze. A successful Biology, Chemistry, Pharmacy or Medicine identifies the goo as organic, possibly a secretion. It stinks more than anything the players have ever smelt. Any player who chose to investigate the sludge must roll CON x 5 to stop themselves from vomiting. The ooze sticks

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My notes to go along with the Call of Cthulhu scenario, The Ballad of Bass Rock.

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The Ballad of Bass RockStart at the mark saying Start HERE on page 5. Say ALRIGHT WHAT DO YOU DO NOW? Let them talk to the guests and find out info about them. Start the events of the CRASH after the players have spoken to all of the NPCs.

Characters Mr John Cooper, Captain of the Westray IV PAGE 4 Aidan Cooper, son of John and First Mate on the Westray IV PAGE 5 Mr Michael OKeefe, Newlywed PAGE 5 Mrs Emily OKeefe, Tourist and Newlywed PAGE 6

Missing Lighthouse Commissioners NAZIS Ted Hornby (Shoe found in the sea) Walter Cummings (Watch found in a track of Shoggoth secretions) Archibald Royce (Still alive, but hurt. Hiding in St Baldreds Chapel)

During the CRASH, pause and let the players offer solutions. Then make sure these solutions fail.

The payers must decide where to go.

LighthouseA 20 metre high cylindrical structure. There is the main door on one side and the basement doors on the south side

BasementThe basement can also be accessed from the stairs in the entrance hall. Around the rear of the lighthouse there is a set of broken doors leading into a stone annex. A successful Spot Hidden here or in the basement shows that the door was broken from the inside. A Track roll (or perhaps just the same Spot Hidden) reveals a trail of something heading to the sea. More than one successful Spot Hidden roll reveals a glinting object near the waters edge. It is an inscribed pocket watch. Lying next to it is a pair of brass knuckles;Brass Knuckles: +2 DMG to Brawl

Once the players have got through the broken wooden doors they see a set of stairs. At the bottom it is completely pitch black. The players cant see a thing. An overpowering stench emanates from the basement. If the players have a torch or light source they see that the bulbs have been blown in the basement. A large diesel generator rests in one corner. A successful Mechanical Repair or Electric Repair shows that it has been damaged beyond repair. A roll would also show that it must have been crushed by an excessive force.

In the centre of the room the players find a 12 foot pile of gelatinous ooze. A successful Biology, Chemistry, Pharmacy or Medicine identifies the goo as organic, possibly a secretion. It stinks more than anything the players have ever smelt. Any player who chose to investigate the sludge must roll CON x 5 to stop themselves from vomiting. The ooze sticks to anything it touches and any player who touches is will have a hard time getting it off. It also slowly burns the player until it is removed.

If these things are realised, then a 20% bonus is added to a Cthulhu Mythos roll to identify the sludge.

Entrance Hall to LighthouseJohn Cooper suggests Aidan stays outside whilst they look inside. If the players agree and leave Aidan unattended outside, then he will have disappeared upon their return. The wrought iron doors lie on the far side of the entrance hall. Stairs built into the stone spiral up to the next floor, and another set go down to the basement. A collection of hats and coats are hung on the southwest wall. A successful Spot Hidden reveals the room is roughly 15 feet in diameter, meaning the walls are 7 feet thick. The smell of the basement is still strong in this room.

If the players investigate the coats they find; A key ring with keys to unlock every lock in the lighthouse. Handout 1 A well worn copy of Herman Melvilles Moby Dick. There is a section underlined (handout 2).

The doors can be put back on their hinges with a combined STR roll of 22. This will not keep much out however.

First Floor

The room is roughly 13 feet in diameter. There are two desks and two tables, both with chairs. On one desk is the magnificent black radio. The radio is plugged into a wall socket. (See notes for detailed specs of radio.) A successful Mechanical Repair, Electrical Repair, halved Know roll, (or anything else that seems relevant) will reveal that the radio can be powered on 2 large batteries.If the players manage to fix the radio, they will get through to the North Berwick Harbour Authority who say theyll dispatch a ship as soon as the storm has cleared.

A successful Spot Hidden roll reveals a large box underneath the table containing 4 large batteries. They do not halve enough charge however and the players realise this after hooking them up.

The other desk holds the lighthouse keepers logbook (HANDOUT 3) and a flick knife.

The desk also contains a stack of books. See notes for titles. Across the room there is; 3 large copper lanterns 2 tins of lantern oil 4 rings of different gauge electrical wire bound with twine A box of mechanical parts for the radio; plugs, connectors, short wires, electrical couplers A tool box of common tools and nuts/bolts/nails/screws A collection of jars of grease, oil, distilled alcohol and industrial cleaners Parts for the lighthouse lamp and the generator in the basement Lightbulbs and candles

Second floorKitchen and washroom. In here there is a single electric stove, a cupboard full of plates and crockery, condiments, glasses etc, and a small cupboard of dried and canned foodstuffs. A successful Spot Hidden roll will reveal a bowl sat on a table. The bowl is full of putrid water and a spoon in it has gone rusty. Another successful roll reveals a pot on the stove full of a gelatinous liquid that used to be beef stew. The small washroom contains a small sink, the toilet is somewhere outside. The water runs cold until the electricity is turned back on.

A box at the back of the cupboard contains 2 shells for a flare gun.

Third floorSix feet in diameter. Contains a single bed, small wardrobe and a bedside chest of drawers all covered in dust. A successful spot hidden roll will show that the bed hasnt been slept in for days. Inside the drawers/wardrobe is Archie Carlukes clothing. They were obviously chosen for their warmth and longevity. On top of the chest of drawers lies a pocket watch and an envelope (see notes).

The envelope is handout 4.

LamphouseThe top floor of the lighthouse. Glass goes all the way around but the glass on the side facing the island has been covered in a highly reflective material. This amplifies the light when it is in use.

The lamp sits in the centre of the room. A successful Electrical/Mechanical Repair roll will identify that there is nothing wrong with the lamp or rotator mechanism, it is simply out of fuel and electricity.

There is a thin walkway around the outside of the lighthouse. This is accessible by a pane of glass that slides away. Anyone out on the walkway in medium winds must pass a DEX x 5 roll to stay on their feet. If they fail they must pass a luck roll to avoid falling and suffering 7D6 dmg. Players that pass the luck roll must lose 1D3 of Sanity.

If Aidan comes into the Lighthouse with the players he will go out onto the walkway when they are all off it. When the players notice it is too late. The walkway wobbles and long black tentacles wrap around the bars. It wobbles and begins to come free. Any players who try and help him must roll Luck. Aidan will definitely fall and suffers the damage (presumably death). Any player that goes out to help him will be the cause of his death in John Coopers eyes.

Aidans Disappearance (if he didnt enter the Lighthouse)John Cooper will break down. There will a collection of the smelly black sludge around where Aidan was left. He will instantly want to go out and find the kid. Players (or Emily/Michael) will convince him to go look in the Castle/Chapel after a search finds nothing.

The Ruined CastleUsed to be impressive, now little more than four walls with a courtyard in the middle.

Outer WallsTwenty feet thick. Access to them is impossible. An archway cut into one of them leads to the courtyard.

CourtyardThe courtyard is littered with bones. A successful Biology roll will reveal them to be the bones of whales and dolphins. A spot hidden shows that the bones have been worn down with some type of acid (digestive juices of Shoggoth)

Grass is matted down across the courtyard with a sticky putrid smelling liquid.

Roll Luck or Dexterity (choose when the time comes). Whatever the Players get (unless its a one) they are safe. A huge rock flies through the wall of the courtyard facing the sea, instantly turning Emily OKeefe into a red mist. Blood covers any investigators that are inside the courtyard almost blinding them. John Cooper realises that this thing must have his boy. He pulls out a flare gun and runs to the archway. If the players have taken it off him, then he will beg them to fire it into the darkness. The blood makes it difficult to see. When fired into the darkness the players see a shape on the shoreline. Only for a second before it plunges back into the sea. It was a large hulking black mass.

The remains of Emily OKeefe are not a pretty sight. Her body has exploded on impact. A successful Medicine roll determines that she died instantaneously, she felt no pain. This is of little comfort to Michael. He roots through a pile of skull and brain matter to retrieve the locket he had bought for her.

NPCs statusJohn Cooper Focused on finding his boy, or killing the monster that took him. Or he may just be distraught at the death of his only child.Michael OKeefe Inconsolable at the loss of his wife, he breaks down. If the players try to talk to him for too long, he withdraws a Luger and threatens them with it. If someone mentions how this is a GERMAN gun he will shoot them.

St Baldreds ChapelA small ramshackle chapel.

ChapelA successful spot hidden shows a trail of blood going into the chapel. Upon approaching the Chapel, ask the players who wants to go first. When getting close to the big double doors at the front of the chapel a shotgun blast blows the doors open, sending splinters and chips of wood at the player/s who went first. Have them roll dexterity. If they pass it they roll out of the way, if not they must lose 1D3 dmg.

A voice from inside shouts Infernal beast! If the players dont kill him and manage to talk him down they learn he is Archibald Royce, the last member of the team of lighthouse commissioners. He explains that his team was sent to investigate the missing lighthouse keeper. They never even made it into the Lighthouse. The other two members were killed straight away as Archibald made his escape. But he didnt escape unscathed, The bastard took my leg! When asked why he has a shotgun he grows nervous.

A psychology or psycho analysis roll reveals that the lighthouse keeper was not his only mission. He explains what the beast is, and says that the authorities have known about it for weeks now. His main objective was to kill it. He explains firearms and conventional weapons do hardly anything, it even shrugs off fire.

He tells the players that he has a box of dynamite. The box contains 10 sticks of dynamite. He tells them of a secret cave under the chapel that he spent the previous night in, which is where it is placed.

CaveA search for a few minutes, or a successful Spot Hidden roll will determine the location of the Cave. The entrance to it lies just behind the Chapel.

Inside the cave there are empty cans littering the floor. In the corner there is a clearly marked ammunition box. If Michael OKeefe is still alive he will rush to grab it for himself.

A successful Spot Hidden roll will reveal a note on top of the box. Any relevant role will show that the note is from the Nazi scientific division. It is addressed to Archibald Royce.

Shoggoth AttackThe storm has subsided. Either in the cave or the chapel, the players and NPCs who are left will hear a noise and must roll dexterity. The lowest two will be pulled out of either the cave or the chapel for 1D4 dmg.

Weapons availableWeaponSkillBaseDMGRange Mal

SwitchbladeDagger251D4+dbN/A99

Flare GunVariable251D10+1D3 burn100 yds00

PO8 LugerHandgun301D1020 yds99

20 GaugeShotgun302D6/1D6/1D3

10/20/50 yds00

DynamiteThrowThrow 5D6 / 2ydsThrown99

North Berwick Lighthouse CommissionersThe Harbour, North BerwickSehr geehrter Herr Royce,

Bringen Sie den shoggoth am leben.

Hochachtungsvoll, Studiengesellschaft fr Geistesurgeschichte.